Hi,
Has anyone created a house rule for called shots? If one can strike an object, why not being able to strike a specific body part...
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Anthony wrote:However, a 'called shot' that lets you impair or disable limbs (arms, legs) does have some logic. Probably a 'hit' lets you assign a -1 to something.
Valdier wrote:Hollywood, if you are looking for a Gurps-esque damage/location table, I don't think you are going to find many people in favor of it.
Valdier wrote:Most of those sorts of systems just get players looking to increase their to-hit bonus in order to get the extra damage of the called shots. That doesn't work extremely well in an abstract combat system unfortunately.

Anthony wrote:However, a 'called shot' that lets you impair or disable limbs (arms, legs) does have some logic. Probably a 'hit' lets you assign a -1 to something.
Body Part Damage Roll... Damage Roll... Damage Roll...
Fails Fails by more than 5 Fails by more than 10
Head Stunned Unconscious Dying
Upper limb No effect Imparied -2 modifier * Imparied -4 modifier *
Chest Stunned Unconscious Dying
Abdomen Stunned Unconcious Dying
Lower Limb No effect Imparied -2 modifier ~ Imparied -4 modifier ~
* All die rolls reliant on the upper limbs, i.e. disabling traps, attack and defense rolls, etc., are at the stated modifier which is cumulative with other damage penalties.
~ All die rolls reliant on the lower limbs, i.e. jumping, tumbling, attack and defense rolls, etc., are at the stated modifier which is cumulative with other damage penalties. Additionally, the character can not make more than one movement action per round.
Table 2
d20 Body Part Non-Standard Anatomy
1-3 Head (If more than one, randomly choose) Highly vital area
4-7 Upper Limb (i.e. arms on a humanoid.) * Non-vital area or manipulative limb
8-13 Chest Vital area
14-16 Abdomen Vital area
17-20 Lower Limb (i.e. legs on a humanoid.) * Non-vital area or motivation limb
* If more than one set, randomly choose.
Note: Add 1 for every level of size different that the target is larger than the attacker or subtract 1 for every size level that the target is smaller than the attacker Ranged attacks are not effected by size difference.

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